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Has anyone done much miniature combat with these systems?
My last MGT campaign didn't really involve much and I quite like mini combat. I've seen some Classic Traveller minis on ebay but never seen examples of people playing on Youtube or anything.
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Comfy travelling. Imagine loading some cargo at the starport, imagine wandering off while the rest of the crew loads, imagine smelling some street food and thinking "no one's going to mind if I get a little nibble before we take off", imagine seeing something that sets you off on your next adventure while you're chowing down on space noodles. Comfy.
No travelling for me because we're stuck on a cyberpunk world but plenty of killing and espionage. Tomorrow they will protect the least likeable politician in the world during a political rally, and I have a long list of shenanigans the audience are going to get up to. It's gonna be good.
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How do you guys interpret Scouts by 1977 rules before the Imperium and all?
Can't have an IISS without an Imperium after all, but like surely Miller and all had something in mind and it meant something.
I somehow doubt it was meant to be boy scouts and girl scouts selling cookies to afford starships and base, but who knows.
>>98140967
>>98142046
There's Striker, Snapshot and Azhanti High Lightning and stuff.
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>>98140967
Modern War doesn't use minis. The designer specifically says it's a military RPG, not a war game. Yes you play soldiers but a big part of its combat system is that most of the time you can't even see the enemy due to cover and concealment. If you can't directly detect them you're basically firing towards the area you think they're in and whether or not any of them were hit or not is uncertain until they're either incapacitated, retreat, or a bit of both.
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>>98145033
Oh, cheers mate. I'll check that out. So much stuff marked as Traveller inspiration, I haven't gotten around to checking out everything yet, and the last Vance book I read didn't really make me want to read more tbf.
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>>98145066
It's mainly the Poul Anderson technic civilization stuff, Dumarest, and Vance's Demon Princes and Planet of Adventure stories (and more generally his sci-fi). Which was the last Vance book you read? Your answer will determine how I view you as a human being.
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>>98142046
It had a nice (pic related) 15mm mini line so seems unlikely.
I wonder where that comes from? Some (most?) people play in a shorthand kinda of way that the books suggest, so maybe it naturally leads to treating combat in the same way.
>>98143332
On Traveller? It's pretty good man. Eh travels in space and doesn't afraid of anything.
>>98145029
That's interesting, I've been reading through the book, slowly. Some historical war games have a similar thing going on where you indirectly engage with infantry and you're really just rolling to pin/suppress rather than rolling to kill or remove models.
>If you can't directly detect them you're basically firing towards the area you think they're in and whether or not any of them were hit or not is uncertain until they're either incapacitated, retreat, or a bit of both.
I think you could represent that with miniatures of the right scale.
>>98142655
My last game died on a cliffhanger. We were coop DMing as a trio. We had been flying around in a ship that belonged to a criminal element. We totally wrecked the hull and had to drag ourselves back to beg after we missed payment and got sent to assassinate a union leader causing mass worker rallies that had begun to spiral into revolution.
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I've got to say, Traveller might be the best system for running Star Wars I've ever played.
It's the only system I've ever used for it where it truly felt like Jedi & Non-Jedi could exist in the same party without it being the adventures of PC man and associates.
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>>98147476
I mean, FFG Star Wars does that even better because the smuggler and diplomat have the same kind of tools that the Jedi has, and anything the Jedi has that would be perceived as a power advantage is held in check by various game mechanics. But we can't talk about that one because icky funny dice or something.
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>>98144991
>How do you guys interpret Scouts by 1977 rules before the Imperium and all?
Another anon already mentioned Vance's Planet of Adventure. His various Gaean Reach books also have scouts called "locators".
The 1977 rules Scouts before the Imperium are easily explained. They're still working for some sort of organization, just not the 3I. Could be a government, a corporation, a university, whatever. Some group big or small has handed them a ship. pointed them in a direction, and told them to go explore, survey, spy, patrol, deliver messages, etc.
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>>98140967
>Has anyone done much miniature combat with these systems?
GDW were wargamers. Their RPGs get all the attention but the first thing they published was a wargame, the last thing the published was a wargame, and they published wargames even when Trav and Twilight were their big sellers.
There are specific minis rules released for Trav and there are parts of Trav that lend themselves very easily to minis. Snapshot and AHL can use minis just as easily as chits. LBB:2 combat can use minis with range bands and you can use the LBB:4 campaign system to set up encounters you then play out with Striker or LBB:2. Hell, most of the ship combat rules are minis friendly too thanks to vector movement.
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>>98149265
Yeah, I didn't want to influence opinions and posts before getting some answers, but my thinking was, some sort of merger of multiple Pony Express type companies over time (for the "Courier" part), coupled with subsidies from planetary governments to keep maps updated (since we already know some of them subsidise merchants and couriers would be travelling a lot, why not), and somehow the scouts themselves wrestled control of everything and not remote non-scout administrators or corps or shareholders. As for the big payouts, well, it's them playing Travellers and heroes on the job, I figure.
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Question for you guys concerning MongTraveller 1e/2e
Is there a way through cybernetics/high tech solutions or even psionics at this point, to lose the requirement to breathe?
As well as. Is there a way to ignore food/water needs?
There's a biological vacuum protection augment, & radiation protection augment you can get so you can be exposed to space without much problem, but I want a character who could theoretically just chill in space. I literally don't care if it's an alien artifact or Ancients tech, I'm just hoping to find some rules allowing it
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>>98154068
I am pretty sure there's a mention in 2e that human brains can be used for starships, and that the scout services use this, but eventually the brain goes nuts from being canned. But I've been skimming for 10 minutes and can't find it.
I don't see why this wouldn't be possible though, or using an avatar.
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>>98149677
That's pretty much how I penciled it in for a non-3I setting I ran earlier this year. GDW did briefly mention a setting for the game that wasn't the 3I. It's in Classic's LBB:0 in the campaign section and amounts to all of a paragraph but it's piqued a lot of interest over the last few years.
Anyway, taking that paragraph and fleshing iut a setting, I figured "scouts" was more of a job description and less of an organization - sort of like how the US Navy is also the 2nd or 3rd largest air force in the world. So you don't necessarily need to be in the air force to be a pilot. Accordingly, I took all the jobs scouts do and parceled them out to different organizations.
There's a survey command with "scouts" that's part of the setting's navy. The setting's foreign service has "scouts" which handle inter-species contact and diplomacy. There are a bunch of public and private organizations staffed by "scouts" for message traffic. And of course all sorts of corps, governments, universities, and what not use "scouts" for all kinds of exploration.
All scouts doing all scout jobs but scattered across all sorts of different organizations ranging from a branch of the navy to a "Wells Fargo"-type corporation to a government department to a tiny rent-a-research-ship outfit.
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>>98154068
>I'm just hoping to find some rules allowing it
Get in the true Traveller, OSR, rulings not rules, mindset and create what you need for your game. All that matters is that you apply whatever you come up with consistently on PCs and NPCs alike.
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>>98155205
That was my guess but, even re-reading it now, it has vehicle brains and spaceship brains and none of them mention canned brains. Checked the 'Brains' section too. So unless it's hidden inside a distinctly non-canned option then my only guess is that I read it in a module or something. It's kinda driving me nuts, maybe I was the canned brain all along.
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>>98155968
Thank you, you just alleviated like 8% of my mental resources for the week.
>I stopped at Cybernetics every time
Have this rare cat paw as a reward.
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>>98155758
>>98155205
>>98154197
The Robots book has the Meatbox. Which is what you guys are talking about, but doesnt exactly do what im looking for which is to make an ambulatory guy able to survive in space without space gear.
>>98155026
I could very much go this route & probably will. Just charge out the nose for some kind of bioware/cyberware which removes the need to breath in space for xD days.
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>>98155985
>>98155990
Let none say I am stingy with rewards.
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How broken would a device be, that was an Ancients Teleportation Suit, that let you use your Teleport Psi Talent [Formidible 12] to Jump a number of Parsecs equal to effect? You wouldnt be able to bring others or anything like that. Im toying with the idea of doing Tesseract jumps like from A Wrinkle in Time
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>>98155985
>>98156648
Both the "No-Breather" and "Jump Suit" sound like they'll be a lot of fun on the tabletop. I'd make them mcguffins - that is objects of a campaign long search - rather than simple purchases. I'd also make use and understanding of them unsure at best. After all, Ancient tech doesn't come with an owner's manual or a 1-800-Tech-Support line.
For more biotech ideas, check out GDW's 2300AD; in particular the Pentapod materials. Any of those could be worthwhile mcguffins.
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>>98161734
"Jump Suit" is a fantastic name. Im stealing it. And yeah I would be super special Ancients Tech, I was even contemplating making a "Path of the Traveller" Uplift path with the special ability [Tesseract Rank "n"] to basically be a Jump capable sophant borrowing a bit from Book 4 Psion Space Folding power. Whether a suit or a natural ability, i want to have a "Walker of Worlds" who is a guy sojourning from planet to planet without a ship. So im debating whether he needs to Jump in space or planetside. & if he travels from space then he will need a way to fly up there & to survive before making the Jump
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